Join George Maestri for an in-depth discussion in this video Finalizing the face rig, part of 3ds Max: Character Rigging.
At this point, we pretty much have everything in place. And we just need to clean up our face rig just a little bit. Now, one of the first things I want to clean up is this eye direction thing. Notice how when you control the eyes, here, through a LookAt Constraint, we get these beams that go through the scene. Now we can actually turn those down a little bit by going into the Motion panel, finding the constraint, the LookAt Constraint. And we have an option here called Viewline Length Absolute, we can turn that off and that brings it down so that it looks at the circle.
Or if we want, we can make the length very short. So we can actually dial down those, so that they don't clutter up the scene. So let's do the same thing for the other eye here. Select our look at constraint. Drop down. And drop our view line length down about 20, or so. So now, you can see it's much easier to see all of this. Now another thing we can do is we need connect the face controls to the main head control.
So I've got all of these rectangles here. And I've already created a main rectangle. So let's go ahead and select all of these and we're going to link them. So we're going to select all of these and link them to this controller here. So now, when I move this, I have a control panel. And I also can link this control panel here to my main head control. So now, when I rotate my head, everything goes with it. But this brings up another thing we need to do. And that is we need to attach all of these non-deforming objects to our head skeleton. So I'm going to go ahead and select each one of these geometry. And I'll just go ahead and connect it to the head control. So now, I'm going to select my browse, select both of my eyes. And again, I'm just linking all of this. Now if we go into our character's mouth, you'll see that we also have jaw controls. So I want the teeth to actually move with the jaw.
So I need to constrain or link that into the jawbone. And so to make it easy I'm just going to go ahead and link it. I'm going to go into my left view port here, frame my character. And let's go ahead and turn on our deformation skeleton layer. And then I'm going to go into geometry, I'm going to select my bottom teeth here, and I'm going to link that to the jaw bone. So now, when I open this jaw, the teeth go with it, which is how it should be.
And then we also have a tongue in here as well, and that's a separate object. So I'm actually going to link the tongue to the jaw as well. So we're going to select the tongue, let's go into a side view here. Select the tongue. And again, link that to the jawbone. So now, my tongue is going with that. And finally, we need to select the upper teeth, here. And those are going to move with the head. So I'll just go ahead and link those to the head controller. I could also link those to the head bone as well. It just depends on how you want to set up your character.
So now, you can see he's always looking at the target and everything else is pretty much in place. So now his jaw pretty much works. His teeth move with the jaw. I can do all sorts of controls here. So as you can see, setting a face is not that difficult once you understand the techniques.
- Setting up layers
- Drawing and positioning bones in the skeleton
- Rigging foot controls
- Creating hip and spine controls
- Setting up IK and FK skeleton controls
- Wiring the IK/FK switch
- Rigging hands
- Skinning characters
- Setting up single- and multiple-axis face controls